Base Class: Blood Hunter
A Blood Hunter subclass that is more focused on Blood Rites and weaponry.
Rite of the Hemocraft
3rd-Level Order of the Crimson Rite feature
When you join this order at 3rd level, you learn the Rite of the Hemocraft as part of your Crimson Rite feature. When you activate the Rite of the Hemocraft, the extra damage dealt by your rite is your weapon's base damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- Your ranged weapon with the rite has their range extended both normal and maximum by ten times your proficiency bonus.
- Should the weapon you place your rite on has the ammunition property, it magically reproduces its own ammunition thanks to the assistance of your blood.
- Your melee weapon with the rite gains the reach property. If it already has the reach property, it extends by an additional 5 ft.
- When you hit a target with less than half of its maximum hit points and with a weapon for which the Rite of the Hemocraft is active, you roll an additional hemocraft die when determining the extra damage from the rite.
Blood Specialty
3rd-Level Order of the Crimson Rite feature
Starting at 3rd level, you learn to master blood curses and bit of your crimson rites.
- You gain an additional use of your Blood Maledict feature.
- Your blood curses can target any creature, whether it has blood or not.
- With your Crimson Rite, you can change the damage type of your weapon to the Crimson Rite.
- When a creature has less than half of its maximum hit points, you still have the crimson rite on and you hit the target, the target must make a Constitution Saving Throw or be Crimson Marked. While marked, they take damage equal to the Crimson Rite at the start of their turns and they can reroll the save at the end of their turns.
Bloodied Weapons
3rd-Level Order of the Crimson Rite feature
Taking this order at 3rd level, you are able to utilize bit of your body and what is around you as weapons. You gain proficiency in Improvised Weapons and are able to make weapons out of your own blood depending on the situation, you can lose 1 hit point to summon one weapon as a bonus action, 2 hit points to summon two of the same weapons into your hands as a bonus action or summon one weapon as a bonus action, or 3 hit points swap one weapon and use it with an attack.
In addition, you gain a specialized set of weapons granted by this subclass, a Bite, Claw and Tail that gradually increase with your subclass along with your Unarmed Strike; the damage being your Hemocraft Die as base for your Bite, Claw and Tail. Your Bite, Claw and Tail are considered Simple Melee Weapons and Natural Weapons for particular abilities and spells. If you already have a Bite, Claw or Tail, you can increase the damage die by one increment within this class.
Bite. It deals Piercing damage. When you hit, you regain an amount of hit points equal to a roll of your Hemocraft Die.
Claw. It is considered to have the Light property, dealing Slashing damage.
Tail. It is considered to have the Heavy and Reach properties, dealing Bludgeoning damage.
When you reach 7th level of this subclass, your Bite, Claw and Tail attacks are considered magical. And you attack with a magic weapon, you can use your Hemocraft modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Draining Curses
7th-Level Order of the Crimson Rite feature
At 7th level, you start to utilize your blood to actually put the name of Blood Curses. You can utilize your Blood Maledicts by taking damage even when you still have uses of Blood Maledicts, you take 5 damage to use it.
In addition, if you want to optionally amplify your Blood Curses, you can take 5 hit points instead of rolling your Hemocraft Die if you wish.
Bloody Enhancements
11th-Level Order of the Crimson Rite feature
Your weapons start to get empowered by your blood and rites at 11th level.
Magical Blood. As a bonus action while your Crimson Rite is still up, you can sacrifice a number of hit points up to half of your proficiency bonus to put a magical bonus onto your weapons equal to the number of hit points sacrifice. This magical bonus lasts until the duration of your Crimson Rite ends.
Bloody Bolster. In addition, as a bonus action, you can sacrifice 5 hit points to grant a bonus to your attack and damage rolls to your blood weapons, Unarmed Strikes, Bite, Claw, Tail and your Crimson Rite equal to your Hemocraft Die. This effect lasts for one minute or until your Crimson Rite finishes, and this ability can't be used when use Magical Blood.
Cursed Blood
15th-Level Order of the Crimson Rite feature
Reaching 15th level, you start to enhance slightly the curses you have on your arsenal with a touch of blood. Your own mostly but it is quite cursed.
You can sacrifice 10 hit points to cast Bestow Curse at base level but the range is 90 feet that you can see or through a target that is affected by your Blood Curse. You can upcast it by sacrificing 5 hit points for each level above 3rd-Level.
Rebounding Rites
18th-Level Order of the Crimson Rite feature
Sometimes at 18th Level, you got to make a comeback at those who deal damage onto you. When you are damaged by a creature within 90 feet, you can apply a Blood Curse onto them if have any uses or hit points. However, if you are damaged by a target that is already affected by a Blood Curse, is Crimson Marked, effects of Hunter's Mark, or is cursed by either an ability or spell, they take 2d8 damage that can be necrotic, the same type they inflicted onto your or any of your Crimson Rites (your choice).
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